Great Ninja War
Jugo
重吾 · 忍界大战

Great Ninja War
重吾 · 忍界大战
Game text is machine-translated from the Chinese client. Corrections are welcome.
| Stars | |
|---|---|
| HP | 10,49010,73010,97011,220 |
| Attack | 10,49010,73010,97011,220 |
| Defense | 10,49010,73010,97011,220 |
| Combat power | 10,49010,73010,97011,220 |
| Bond bonus | HP +100HP +180HP +240HP +300 |
| Shards to recruitShards for this starShards for this starShards for this star | 4060100200 |
| Total shards | 40100200400 |
Shark
Shark: Devour
Hoshigaki Kisame sends out his shark to assist you. The shark appears behind you, leaps forward in an arc, and devours the target on impact.
When the Shark appears, the whole ninja team's attack rises by 12% for 15 seconds.
Baku
Wind Style: Great Gale
Shimura Danzo sends out his Baku to assist you. Baku appears behind you, opens its mouth, and uses Wind Style to pull the target in front of it.
When Baku appears, the whole ninja team's movement speed rises by 25% for 15 seconds.
Forbidden Jutsu: Yin Healing Annihilation
Puts yourself in a Super Armor state for 3 seconds. Cooldown 44 seconds.
Taijutsu: Rage
Using the scroll increases ATK by 10% for 10 seconds. Cooldown 28 seconds. Using it at half HP additionally increases movement speed by 20%.
Great Ninja War Jugo's Basic Attack is 7A. The first 5A hits use the Curse Mark transformed arm to slash and push forward in succession, 6A grabs the target and flings them into the air, and 7A leaps and viciously smashes the target down.
Tip The Basic Attack has many hits, grabbing the target starts from 6A, and the combo is more stable overall.
Jugo charges first, then dashes at the enemy with a jet fist transformed by the Curse Mark. Depending on when you release the button during the charge, the punch's force differs.
Release before the precise timing to throw one punch, with no second strike.
Release after the precise timing to throw a stronger punch and unlock the second strike; on the second strike, Jugo first jumps up, then lands in the joystick direction to grab, and follows up with a jet strike on a successful grab.
Release at the precise timing to throw the strongest punch and unlock the second strike; on the second strike, Jugo dashes forward and, on meeting an enemy, follows up with a Super Armor Rising Dragon Fist. If the first strike hit the enemy, the second-strike Rising Dragon Fist has Super Armor throughout.
Tip The precise timing is indicated by the character's visual and sound effects, and the second strike's yellow bar does not use up the cooldown.
Release after a long charge to throw a much stronger punch. After it hits the target and deals damage, the skill's second stage unlocks: Ninja War Jugo fires up the jet device on his arm and soars into the air, then slams down at high speed on the target on the ground. While falling, you can control Y-axis movement with the joystick to strike precisely. In addition, the second-stage follow-up does not take up the skill's cooldown.
Tip Releasing after a long charge gives a longer dash distance and higher damage, and you can also branch into the second stage to chase.
Release at the perfect charge moment: Ninja War Jugo gathers all the chakra in his body into his Curse Mark fist and swings a full-power punch forward that pierces the target continuously. If it hits, the skill's second stage unlocks, and after using it he adds a powerful uppercut on the target. He has super armor while using it. In addition, the second-stage follow-up does not take up the skill's cooldown.
Tip Releasing at the perfect charge boosts the power further, and the second-stage attack is replaced by a much fiercer uppercut that deals damage quickly and cannot be interrupted by ordinary attacks.
Jugo charges first, then extends a chain arm transformed by the Curse Mark to grab the enemy. Depending on when you release the button during the charge, the follow-up after the grab differs.
Release before the precise timing to follow up with an axe slash.
Release after the precise timing to follow up with a piston pile-driver strike.
Release at the precise timing and Jugo carries the enemy up into the sky in circles, then drags them along the ground for a while after landing and throws them with a spin.
Tip The precise timing is indicated by the character's visual and sound effects.
Release after a long charge: Ninja War Jugo turns his Curse Mark arm into a chain, and after charging he whips it forward quickly, grabs the target and pulls it back, following up with a heavy punch that pins and strikes the target.
Tip Releasing after a long charge grabs the target for a long time and launches it higher. It can effectively wear down the target's super armor time.
Release at the perfect charge moment: Ninja War Jugo holds the pulled-back target firmly, uses the jet device on his arm to fly into the air, drags the target a distance as he falls, then turns around and throws it down hard into the ground.
Tip Releasing after a perfect charge deals higher damage and grabs the target longer. It can be used to counter super armor, or to land all of the damage when the target is about to Substitution.
Jugo unleashes his urge to kill and enters Complete Curse Mark form, stomps the ground to launch the enemy ahead, then dashes in to grab them. After the grab he drags the enemy along with continuous pile-driving attacks, finally turns his own cells into something like barnacles and fires a large volley of compressed chakra shells at point-blank range to slay the enemy.
Ninja War Jugo's Skills 1 and 2 can be enhanced by holding to charge. Release the skill button when Ninja War Jugo flashes to use the most powerful perfect charge skill. If you miss the perfect charge, it becomes the long charge skill instead.
Tip Time your charge when using the skill to throw more destructive attacks.
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